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Adventures In Data Compilation

2.
Motivation Code is compiled, data is “built” What should be code, what should be data? Plenty, right? Game logic, geometry, textures... What is not clearly either? Particle deﬁnitions, animation states & blend trees, event & gameplay scripting/tuning, more...

3.
Motivation Code is compiled, data is “built” What should be code, what should be data? Plenty, right? Game logic, geometry, textures... What is not clearly either? Particle deﬁnitions, animation states & blend trees, event & gameplay scripting/tuning, more...

4.
Motivation Code is compiled, data is “built” What should be code, what should be data? Plenty, right? Game logic, geometry, textures... What is not clearly either? Particle deﬁnitions, animation states & blend trees, event & gameplay scripting/tuning, more...

5.
Motivation Code is compiled, data is “built” What should be code, what should be data? Plenty, right? Game logic, geometry, textures... What is not clearly either? Particle deﬁnitions, animation states & blend trees, event & gameplay scripting/tuning, more...

6.
Motivation Code is compiled, data is “built” What should be code, what should be data? Plenty, right? Game logic, geometry, textures... What is not clearly either? Particle deﬁnitions, animation states & blend trees, event & gameplay scripting/tuning, more...

7.
The in between stuff Moving on from GOAL Lisp supports the code/data duality We will build DC in Scheme, a dialect of LISP!

8.
The in between stuff Moving on from GOAL Lisp supports the code/data duality We will build DC in Scheme, a dialect of LISP!

9.
The in between stuff Moving on from GOAL Lisp supports the code/data duality We will build DC in Scheme, a dialect of LISP!

31.
Build upon this basis We build upon this basis to create many many things Particle deﬁnitions Animation states Gameplay scripts Scripted in-game cinematics Weapons tuning Sound and voice setup Overall game sequencing and control ...and more